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UI 자동 바인딩, Resource Manager, Pool Manager #19
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/// <summary> | ||
/// Poolable Ŭ�����Դϴ�. ����Ʈ Ǯ��� �� ����տ� �� �����Ʈ�� �ٿ��ָ� �˴ϴ�. | ||
/// </summary> | ||
public class Poolable : MonoBehaviour |
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요거는 클래스보다는 인터페이스로 하는게 더 좋을 것 같아요!
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나중에 스킬같은 것들은 자기 부모 클래스 상속받을 것 같아서 인터페이스가 더 유연하게 대처할 수 있을 것 같습니다
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이 클래스가 상속받는게 아니라 컴포넌트로 붙여주는 형식으로 만들어서 굳이 인터페이스로 안해도 되지 않을까?
그냥 프리팹에 부품처럼 따로 붙여주기만 하면 되는거라서
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아 그러면 괜찮을 것 같습니다
using UnityEngine; | ||
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/// <summary> | ||
/// PoolManager Ŭ�����Դϴ�. ���ҽ���� ���մϴ�. |
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주석 고쳐주세용
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수정완료
클래스들 Blind 네임스페이스 안으로 넣는게 좋을 것 같습니다 |
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좋아용 👍
using UnityEngine; | ||
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/// <summary> | ||
/// PoolManager Ŭ�����Դϴ�. UI�� ���մϴ�. |
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주석 고쳐주세용
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수정완료
@@ -43,6 +44,7 @@ private static void Find() | |||
{ | |||
s_instance = FindObjectOfType<T>(); // 현재 씬에 클래스가 있는지 확인 | |||
} | |||
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protected virtual void Init() { } |
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요거는 awake 오버라이드 하면 될 것 같아서 필요 없을듯 합니다
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다른 분들이랑 얘기 해보는 게 좋을 것 같아요
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일단 빼놨음
/// <summary> | ||
/// Poolable Ŭ�����Դϴ�. ����Ʈ Ǯ��� �� ����տ� �� �����Ʈ�� �ٿ��ָ� �˴ϴ�. | ||
/// </summary> | ||
public class Poolable : MonoBehaviour |
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아 그러면 괜찮을 것 같습니다
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